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[转帖]Mondragons ZvP Guide

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发表于 2006-8-24 00:50 |只看该作者 |正序浏览
From Battle.net StarCraft Forum

http://www.battle.net/forums/thr ... p=1&#post171701



1. | 8/23/2006 5:29:15 PM GMTDT            


This was posted a while ago at teamliquid and the ToT) website, and i figured i'd bring it here for those of you who didnt see it.


Zerg vs Protoss Guide


Introduction:
The Zerg vs Protoss matchup is very much based on a certain feeling. The zerg player always has to anticipate what the protoss player is going to do. That means that zerg is only the reactionary part of the matchup. The protoss player must play offensive and the zerg just adapts his play to it. Being offensive as zerg like dropping very much CAN be good, but mostly it gets beaten easily by the protoss with a few cannons and 1 templar in his main / expansion. Thus you better play defensively, reactionarly and keep the game under your control. You need to have the feeling to have the maximum amount of drones though you still need to be able to beat the toss attack. If you get that certain feeling you will be able to beat the protosses more than they beat you in the long run.

Most imporant thing:
As zerg you must have the control over the game, but how do you do that? It starts very early to lay the milestone for the games control. Most of the protoss players are going for a quite fast +1 attack upgrade and the way to save the map control is to have your +1 carapace upgrade earlier than the protoss his attack upgrade. Your zergling are much more worthier with the same amount of carapace and it makes the whole game a lot easier for you. Otherwise your zerglings are kind of useless with less carapace. So make sure to have your evolution chamber in time to keep the upgrades balanced! In my opinion it is enough to have 2 evolution chambers and to upgrade melee attack and carapace only, after finishing 3 upgrades, you can upgrade hydra attack as well.

How to start the game?
There are different openings for a zerg. Many zergs play 12 pool followed by an 11 expansion. On maps with not that long ways between the starting position you need to have a real good micro against an early zealot + probe rush if your sunken isnt finished yet. On some maps it can be a really bad strategy in my opinion.
Some zergs just play 12 hatch 11 pool expansion and hope not being rushed hardcorely. I dont think that this is very reasonable since it depends very much on luck. You should only play like this on maps with very long ways and where you can not get cannon rushed. (i.e. cannons behind minerals blocked by a pylon) If you play it on a normal map, you are dependant on a micro mistake of the protoss or you just need to get many drones to defend the rush.
The way I play is a 9 hatch expansion, followed by 9 overlord and 9 pool. Then you can build drones until 11 and spawn 8 zerglings right away while building 2 sunkens at the expansion if the protoss is rushing. Otherwise you just build 1 sunken to be safe or even no sunken if you see him playing fast expansion.
Playing 9 pool with speedlings is more than useless against a good protoss. He could even beat your rush with one gate built with 9th probe. So you better avoid playing any rush against protoss.

How to play afterwards in general?
After beating the rush you just go on building drones and maybe some lings or one more sunken to prevent the toss from attacking you or to prevent him from going into your main. That could cost you the game, so make sure to block your choke with a few lings. Usually you should build your gas after starting your third hatch followed by an evolution chamber to upgrade carapace. My usual strategy is always a lurker contain of the protoss with a few scourges to kill the observers in order to get time to tech to hive. While getting lurkers you can already build your 4th hatch, preferably in your main. While having the toss contained with lurkers you can take your minerals only expansion with your 5th and 6th hatch and build a spire. In the meantime you can already get your second evolution chamber and upgrade melee for lings and your second carapace upgrade. Never forget to spread your overlords around toss base and place 2 scourges on each side to kill the shuttle, since dark templar / templar drops hurt a zerg very much, and if he kills a nice amount of your drones, youre almost lost against a good toss. As well as spreading overlords around his base, dont forget to place one overlord at each of your expansions, and if you have enough, place one overlord at every expansion to see the protoss expanding. You should as well use 2 lings to scout early that the toss does not get a hidden expansion. By containing him and gaining time by killing the observers, you get time to tech to hive. Get cracklings as soon as possible and try to keep the contain as long as possible, you should be able to have cracklings finished when he breaks out of the contain. Afterwards just pay attention to your units and micro them well. Never attack from one side, try to form a circle and flank the protoss army from all sides, then his psi storms are less effective than attacking him from one side. If his templars are in front, try to kill them manually with 12 lings, you can waste those 12 lings to kill 1-2 templars, its definitely worth it. Of course you keep expanding and teching to ultralisks while getting hydra speed and hydra range as well, you have to have a good mixture of your units later on. It must contain lings, ultralisks and a few hydras as well. If it is a very tough situation where toss has the upper hand, you should build defiler as well and use darkswarms and plague. Darkswarm is very good against archons, since archons make only splash damage in the swarm, and that is like 5 damage.

Playing against different strategies:
How to play against 1 gate templar tree and fast corsair?
Just play your normal 9 hatch, 9 overlord, 9 pool fast expansion and dont get harassed too much by the first zealot. Afterward you can push drones careless because you have one sunken with 6-8 lings, he cant really attack you with 1 gate then. Just place one ling in front of his choke to see him attacking, then you can act and build one more sunken or just some lings. You better build your third hatch at your expansion and later build an evolution chamber and a spore against corsairs at your expansion. Overlords must be built at your expansion hatches therefore since the spore saves them against corairs. Just take care with lings that he cant pass your expansion with a darktemplar / zealot / corsair harassment because you usually dont have an overlord in your main. After researching your +1 carapace upgrade, go on with speedupgrade for lings, followed by lair and hydra den. While researching speedlings you can build some lings, and try to harass the protoss while expanding. The expansion of protoss comes quite early since he can save it with dark templars by killing all of your overlords. Nevertheless you can harass with 12 to 24 lings. Try to run into his main with 12 lings, while 12 other lings kill the cannons. If youre lucky you can harass him as long as your lurkers arrive and then youve already won the game. If it does not work to kill him with lurkers go on with the usual strategy: Contain him with those lurkers, get map control with scourges and lurker contain, and keep expanding and teching to hive, ultralisks, mass lings, hydras.

How to play against fast expansion followed by Zealots/Goons/Templars/?
You should play your normal fast expansion as usual. Though you dont need 8 lings against fast expansion, 4 should be enough to kill the scouting probe and scout for hidden cannons, gates, or hidden expansions. Afterwards you can push even more drones than usual and play it like mentioned above. Get fast upgrades (you can even build double evolution chamber against fast expansion) and build your 4th hatch in main, even before making lair. Then you just go with the usual lurker contain with scourge, more hatches, more expansions, teching to hive and so on

How to play against fast expansion followed by Corsairs & Reavers & Goons/Templars/?
As mentioned above, you play it like against the usual fast expansion (zealots/goons/templars) at the beginning. Instead of teching to lurkers after your fourth hatch, you go for mass hydras and lair followed by the spire with +1 carapace upgrades immediately. As well as taking your mins only expansion you can take one or two other gas expansion which should be defended by 12 hydras to kill little drops of 2 reavers. Afterwards you should mix a combination of units including hydras and mutas which must have carapace upgrades and immediately tech to hive and devourer as soon as the +1 upgrade is finished and keep both upgrading muta carapace and hydras. Since you cant spread overlords around your base due to the corsairs, you should try to spread lings all over the map to see if a drop is coming up. A zerg is never the attacker when the protoss plays fast expansion with corsairs and reavers, I repeat, NEVER EVER! Your task is to defend yourself well and earn gas over gas to make mutas, devourers, guardians, hydras, lings, ultras. Ultras and lings because the protoss will later on switch to templars/zealots/etc most likely. Another important thing against this strategy is that the protoss may not take another gas expansion, thus make sure to scout the map very very well. If he gets another gas expansion it might be your death.

How to play against a 2 gate rush into Templars&Expansion?
You start start off with your general strategy which means: 9 hatch, 9 overlord, 9 pool, drones until 11. If the Protoss is heading for a hardcore rush (Zealots + 2/3 probes) you need 2 sunkens to be 100% safe. So my advice is really to build 2 sunkens, or at least 2 creep colonies and then you can cancel one sunken if the rush is easily beaten by you. Otherwise you just build 2 sunkens and you should beat the rush. Not to forget is your ling micro though, it is very important to pick out single probes when the Protoss has got a bad placement of units or is not paying enough attention. While trying to hunt probes you earn time to finish your sunkens and then youve already beaten that rush and you can keep pushing drones. As usual your third hatch follows with the gas.
After that you can continue with two different strategies, though I would recommend the safe one. I was used to play the aggressive one but in my later BroodWar time I rather switched to the safe strategies in all of my matchups since I am not a do-or-die player at all (except when I am desperately behind;P)
Nevertheless Im going to describe both strategies. The aggressive one follows now:
After building your third hatch you build your gas followed by lair with your 100 gas. Afterwards you research ling speed and build your hydra den heading for lurkers as soon as lair is completed. Of course you keep pushing drones while doing that and add your second gas at your expansion after some time as well(I cant name the exact time for the second gas since I do that out of the situation). Meanwhile you should as well start pushing lings to harass the Protoss who will most likely try to expand before having templars / dark templars. Harassing in this case means that you either try to prevent him from building cannons / pylons or just killing his probe. If its possible you can even sneak into his main base to harass there while another 12 lings are heading to kill the cannons at the expansion. In the meantime you already send out your first hydras towards the expansion of the Protoss and morph them into lurkers as soon as possible. If you harassed well you can just kill his expansion / cannons and then contain him below the choke, if he was able to build cannons you can try to sneak around those or just overroll him with many lings + lurkers if he does not have enough cannons/zealots since he probably wont have psi storm yet. Though as mentioned before, rather pick the safer option. Afterwards it is recommended to play as usual, you can just add 2 evolution chambers at one time and upgrade in both since you are behind in upgrades, though you should take your mins only expansion before and continue the usual play: Spire & scourges to prevent him from dropping and killing obs while teching to hive and so on
The safe strategy follows up with a third hatch, gas, and evolution chamber to upgrade your carapace. Followed by mass drone pushing and if needed some lings to defend yourself, lair tech, a fourth hatch, the usual contain with lurkers / scourges, taking mins only expansion, adding a second evolution chamber, having 6 hatch with 3 bases (main, natural, mins only) and adding more expansions when you can later on push from 6 hatch constantly.

How to play against a 2 gate rush into Goons & Reavers & Expansion?
Usually you must be able to scout the main base of protoss somehow by sacrificing an overlord where you can find out if he goes for templars or reavers. If he is going for reavers and goons, you can cancel your +1 carapace upgrade if you really need the gas since goons and reavers is a do-or-die strategy for protoss. You should go for hydra den quick enough and add your second gas earlier than normal while spreading overlords around your base to see if a drop is coming up. Just make sure you dont take any damage by a drop, or at least not much damage. Simultaneously to your hydra speed upgrade you make your lair, when your lair is finished your spire has to be built immediately. If the protoss is going to attack you with goons and reavers you should try to get some time with hydra + speedlings and building more sunkens. Then wait for your first mutas and then try to overrun the protoss army with your combination of hydras, lings and mutas. If you beat that attack you should have already won the game since from now on you have the mapcontrol - you can do whatever you want actually. Pushing drones and keep expanding while the protoss most likely switches to templars afterwards. So just keep pushing hydra, lings, lurkers with upgrades and of course a very good economy which is one of the most important things. If you can, you should as well try to harass with your remaining mutas and afterwards let the protoss feel what the zerg does with him after playing do-or-die strategies. He deserves it, dont be too afraid, show him what the swarm has got for him ^_^


I hope that you enjoyed my Zerg vs Protoss guide and that it will help you in your upcoming games. If you have any questions left, feel free to post them in the comments and I will try to answer them one by one. Thanks for your attention.

[ 本帖最后由 Aphrodite 于 2006-9-23 03:09 编辑 ]
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发表于 2006-9-10 13:11 |只看该作者
哦哦哦   看过拉  眼睛花了  - -
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发表于 2006-9-10 13:09 |只看该作者
谢谢 小完熊


绝不允许“台独”分裂势力以任何名义、任何方式把台湾从祖国分割出去!
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发表于 2006-9-10 12:40 |只看该作者
强啊   4级没过? 太假了
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发表于 2006-9-10 02:13 |只看该作者
学习了


绝不允许“台独”分裂势力以任何名义、任何方式把台湾从祖国分割出去!
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发表于 2006-9-10 01:29 |只看该作者

翻译已经完成~~

翻译已经完成~~在21楼。
强烈抗议广告时间插播电视剧
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发表于 2006-9-10 01:12 |只看该作者
好久没见猛龙了
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发表于 2006-9-10 00:33 |只看该作者
......
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发表于 2006-9-9 23:54 |只看该作者

翻译真累呀T T

尤其是对于我这种4级没过的人来说……
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发表于 2006-9-9 21:31 |只看该作者
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发表于 2006-9-9 20:12 |只看该作者

翻译已经完成~~斑竹来加水晶吧~~

Mondragon的虫族vs神族攻略
翻译:NightMare(加点水晶给偶下REP吧-。-)

介绍:
虫族vs神族的对局非常依靠直觉。虫族玩家通常需要预判神族玩家的下一步行动。也就是说,虫族在这种对局中只能后发制人。神族玩家必须打得具有攻击性,与此同时,虫族玩家则需要适应神族的打法。虫族频繁的攻击性空投也很不错,不过这种打法在面对神族主矿/分矿中的少量炮台和1个高级圣堂武士的时候,经常会得不偿失。因此你最好打得稳重一点,后发制人,将游戏保持在你的控制之下。你得具备这种感觉:在打退神族攻势的前提下,你最多可以造多少农民。如果你有了这种感觉,你就能在这场长跑中拥有比神族选手更多的取胜机会。

  最重要的东西:
作为虫族你必须控制整场游戏,但是你该如何做到它呢?你得尽早铺设下控制游戏的基石。大部分神族玩家都会尽早升级1攻,所以为了巩固地图控制权,你最好在神族玩家升级1攻前先升级1级甲壳。你的小狗会比同等数量下未升级甲壳的小狗更有价值,并且这样会使得整场游戏对于你来说更加轻松。如果不升,你的未升级甲壳的小狗会毫无作为。所以,及时建造你的进化室(BV)来保持升级的平衡!我认为2个进化室足够了,只需升级近战攻击和甲壳,你可以在升完这2个3级后再升级口水的攻击。

如何开局?
对于一个虫族玩家来说,有很多种不同的开局。许多虫族的打法是12D血池,紧接着11D开分矿。在双方的初始位置不算远的地图上,当你的舌刺完成之前,你需要非常好的微操来对抗神族早期的大Z+农民快攻。我认为,在某些地图上,这个开局简直糟透了。
一些虫族的打法则是12D基地,11D血池扩张型开局,然后期望着不被对手极端地RUSH掉。我不认为这是个科学的开局,因为它需要很好的运气。你只能在一些双方距离非常远,并且不会被神族的炮台快攻(比如在水晶矿后面造几个炮台,然后用1个房子堵口)的地图上采用这种开局。如果你在常规地图上采取这种开局的话,除非对手的微操出现失误,不然你就得用更多农民来防御敌人的快攻。
我的开局如下:9D扩张式基地,然后是9D房子和9D血池。如果神族要快攻的话,你可以补农民补到11人口,然后在分矿出码上2个舌刺,同时孵化8条小狗。如果神族不快攻,则只需要1个舌刺以防万一,如果你看到他是快速扩张的话,甚至可以不起舌刺。
9D血池提速小狗开局,在对抗一个好的神族玩家之时简直一无是处。他甚至可以只用1个兵营出的兵力来挡下你的这次快攻,如果他第9个农民就起兵营的话。所以在对抗神族时,你最好忽略掉一切快攻型开局。

一般而言的话,中后期应如何发展?
在挫败敌人的快攻后,你只需要继续补农民,也许还需要一些小狗或者1个以上的舌刺,来阻止神族的进攻,以及阻止他强行进入你的主基地。如果被神族强行进入主基地的话,你通常会输掉比赛,所以,请确保你的主基地入口处有一些小狗把门。气矿的开采通常都是在你放下第3个基地之后开始的,然后就造1个进化室来升级甲壳。我常用的战术就是用潜伏者和一些用来撞叮当的自杀蚊来封锁神族,以此来获得升3本的时间。当你拥有潜伏者的时候,你就可以着手第4个基地的建设了,最好放在你的主基地内。当你已经用潜伏者封锁住神族的时候,你可以在只有水晶矿的扩张点码下第5个和第6个基地,以及开始飞龙塔的建造。在这个时候你可以开始建造你的第2个进化室,并升级近战攻击和第2级甲壳。千万别忘记在神族基地周围放置宿主,并在每边都放置2个自杀蚊来摧毁神族的运输机。因为黑暗圣堂和高级圣堂对于虫族来说伤害巨大,而且在面对一个好的神族玩家时,如果被他杀掉了数目非常可观的农民的话,你几乎就已经输了。在神族基地周围放置宿主的时候,也别忘了在自己的每个矿区放置1个宿主。如果宿主数量足够的话,就在每1个矿区放置1个宿主来监视神族的扩张。你最好尽早使用2个小狗来刺探神族是否在偷矿。通过潜伏者封锁和自杀蚊撞叮当,你获得了升3本的时间。尽快暴狗并升级小狗的肾上腺激素,并且尽可能久地封锁,这样当他突破你的封锁之时,你应该拥有一些肾上腺激素升级完毕的小狗了。在这之后就把注意力集中到你的军队上,好好地微控它们。千万别从一边进攻,尝试着摆个圆环,然后从神族军队的四面八方杀出,这样可以使他的心灵风暴的威胁比你单纯从一面进攻时小得多。如果他的高级圣堂走在前面,尝试着用12只小狗谋杀掉它们,甚至用这12只小狗来换1~2个高级圣堂也有得赚。当然你得保持扩张,并且在升级好口水的速度和射程的同时研究大牛的有关科技,你得为你稍后的混合部队做好准备。这支部队包括小狗,大牛以及一些口水。如果神族处于上风,情况非常被动的话,你就应该出蝎子并使用黑蜂和瘟疫。黑蜂在对抗执政官时效果不错,因为执政官在黑蜂群里只能造成飞溅伤害,而这种伤害大约只有5点。

一些特殊的战术的应对:
如何应对单兵营攀圣堂科技和速海盗?
只需要采用常规的9D基地,9D领主,9D血池快速扩张型开局,并且不要被第1个大Z骚扰得太厉害。然后你就可以开心地补农民了,因为你有1个舌刺和6~8条小狗,而敌人单兵营的兵力则不足以组织一次真正的进攻。在前线敌人基地的入口处放置1条小狗,来监视他是否进攻,这样你就可以根据情况来建造更多的舌刺或者几只小狗。最好在你的副矿处放下你第3个基地,然后建造一个进化室和一个防空来对抗分矿处的海盗船。宿主必须由分矿处的基地建造,因为防空可以从海盗的手里救下它们。小心地控制你的小狗,别让他的黑暗圣堂/大Z/海盗小分队穿过你的副矿直入你的主矿,因为你的主矿通常一个宿主都不会有。在升级完你的1级甲壳后,继续升级小狗的速度,随后升级2本,建造口水穴。当狗速正在升级的时候,你可以造些小狗,并尝试下在神族扩张的时候骚扰他。神族的扩张会非常地早,因为在你的宿主不敢出门的时候,他的黑暗圣堂就已经足够守下副矿了。然而你可以用12~24个小狗骚扰一下。尝试着在12只小狗攻击他的炮台的同时,让另外12只小狗冲进他的主基地里去。如果你很幸运,你可以骚扰到你的潜伏者赶到,而到那时你就可以获胜了。如果潜伏者还不能干掉他,就继续使用常规战略:用潜伏者封锁,用宿主和自杀蚊控制地图,保持扩张,升3本,大牛,暴狗,口水。

如何应对快速扩张型开局和之后大量的大Z/龙骑/圣堂?
你应该和往常一样,采取常规的快速扩张型开局。但对付快速扩张型开局你不需要8条小狗,4条就足够干掉侦察用的农民了,还可以用来刺探隐藏的炮台,兵营,或者隐藏的分矿。随后你可以补比以往更多的农民,然后象上文一样地打就可以了。快速升攻防(你甚至可以造2个进化室来对抗快速扩张型开局),甚至可以在升2本前,在主矿里放下第4个基地。然后你就可以走常规的潜伏者+自杀蚊封锁路线了,更多的基地,更多的分矿,升3本等等等等……

如何应对快速扩张型开局以及随后的海盗+金甲+龙骑/圣堂?
和上文一样,你采取对付常规快速扩张型开局(大Z/龙骑/圣堂)时所用的开局。而不同的是,在你放下你的第4个基地后,不要出潜伏者,取而代之的是出海量的口水,并在2本造龙塔后快速升级1级甲壳(译者:原文没说清楚,但我想是升空军的吧-__-~)。在你扩张只有水晶矿的矿点时,最好再扩张1~2片有气矿的矿点,12条口水的守备力量足以杀死2条或更少金甲虫的空头。随后你需要发展一支由1级防都已升好的口水和飞龙组成的混合部队,并迅速升3本,在飞龙1防升好后完成大龙塔的升级,并继续维持飞龙和口水的甲壳升级。因为海盗的缘故,你不能在神族基地周围放置宿主,所以你应该用小狗点亮整个地图,来监视即将到来的空投。一个虫族玩家在神族玩家采用快速扩张型开局以及海盗+金甲时千万别去充当攻击方,我重复一遍,*千万别!*你的任务是好好保卫自己,并开采一片又一片的气矿,然后造飞龙,吞噬者,守护者,口水,小狗,大牛。大牛和小狗是因为神族很有可能会会在随后造圣堂/大Z/等等。对付这种战术,另一个重要的地方就是:神族不能扩张另一块有气的矿点,所以一定要好好地侦察地图。如果给他拿到了另一个有气的矿点的话,你的死期就到了。

如何应对双兵营快攻转圣堂以及扩张?
采用你最常用的开局:9D基地,9D宿主,9D血池,补农民直到11人口。如果神族想要进行一次极端的快攻(大Z+2/3个农民),你需要2个舌刺来确保万无一失。所以我的建议是造2个舌刺,或至少2个菌落,然后在你轻松挫败这次快攻的同时取消掉一个舌刺的建造。不行的话就干脆造2个舌刺来挫败这次快攻。尽管如此,别忘记微控你的小狗,在神族站位不好或者注意力不在这里时咬死落单的农民,这对于你来说非常重要。当你在猎杀农民的同时你获得了造完舌刺的时间,之后你就已经挫败这次快攻并可以开心地补农民了。和以前一样,在造气矿前拍下你第3个基地。
在这之后有2种策略供你选择,虽然我会推荐比较安全的一个。我以前打得非常具有侵略性,但是在我随后的星际生涯中,我宁愿在我的对局中选择安全的策略,因为我不是一个喜欢孤注一掷的玩家(除非当我陷入绝望的时候)
不过我还是要把2种策略都描述下。以下是比较有侵略性的一个:
当拍下你第3个基地时,你修建气矿并在100气时升2本。然后你研究小狗的速度和建造口水穴,以便在2本完成后尽快完成潜伏者的研究(我不能确定起第2个气矿的精确时间,通常是随机应变)。其间你可以暴小狗来骚扰那些在圣堂/黑暗圣堂出来之前就扩张分矿的神族。在这次骚扰中,你可以尝试着组织他造炮台和房子,也可以只是杀他的农民。如果可能的话,你甚至可以在另外12条狗攻击他的分矿建筑时偷偷溜入他的主基地。其间你已经向着神族的分矿派出第1批口水,并尽快将它们孵化成潜伏者。如果你骚扰得成功的话,你可以摧毁他的分矿,并在他主基地的入口出实施封锁,如果他想要造炮台,你可以尝试着在他没有足够炮台/大Z,并且没升好心灵风暴时,用海量的小狗+潜伏者冲击他的路口防线。和前面提到的一样,尽管如此,我宁愿选择比较安全的选项。随后我推荐象常规一样打,你可以同时造2个进化室来为以后的战斗升级攻防,在你进行封锁之前,你可以先扩张一个只有水晶的矿点,然后就和往常一样:龙塔和自杀来阻止敌人空投,撞叮当,升级3本等等……
比较安全的策略顺序如下:第3个基地,气矿,一个用来升级防御的进化室。之后是恶补农民,而且如果需要的话还要造些小狗来防守,升2本,第4个基地,正常的潜伏/自杀蚊封锁,占只有水晶的矿点,造第2个进化室,3矿6基地(主矿,副矿,只有水晶的矿),在有6基地造兵的时候扩张更多的矿点。

如何应对双兵营快攻转龙骑+金甲扩张?
通常你必须牺牲一个宿主来侦察神族的主矿,以获取他的发展动向:是圣堂还是金甲。如果他走的金甲和龙骑路线,当你真的需要气来应对神族金甲加龙骑的孤注一掷的策略的时候,你可以取消掉你的1级甲壳的升级。你应该尽快出口水穴,并比以往更早地开采你第2个气矿,同时在自己基地周围放置宿主来监视随后的空投。得确保你在一次空投中不会有所损失,至少不会有太大的损失。在升级2本的同时升级口水的速度,当你的2本完成后立刻着手建造龙塔。如果神族将要用龙骑和金甲发动进攻的话,你得尝试着用口水和小狗和建造更多的舌刺来争取时间。等你的第1波飞龙出来后,尝试用你的混合部队(小狗,口水,飞龙)对神族的军队发动一次进攻。如果你打下来了这波进攻的话,你应该已经算是赢得了这场比赛的胜利了,在此时候开始你对地图的控制 - 实际上你可以干任何你想干的事。在神族转型圣堂的同时补充农民并保持扩张。就这样保持造口水,小狗,潜伏者并升级,当然,良好的经济才是最重要的事情。如果可以的话,你可以用剩下的飞龙骚扰,并随后让神族感觉下虫族在他采取孤注一掷时的感觉。这是他应得的,别担心,向他展示一下特别为他定制的虫海 ^_^

我希望你会喜欢我的这篇虫族对神族攻略,并且希望它能在以后的游戏中帮到你。如果你还有什么问题的话,请跟帖提问,我会尽量一个一个地回答它们的(译者:不关我事,我是T User -__-'')。感谢收看。

[ 本帖最后由 NightMare 于 2006-9-10 01:28 编辑 ]
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2006年度八达十大杰出青年

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发表于 2006-9-7 17:30 |只看该作者
发给外国人看吧
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2006年度八达十大杰出青年

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看不懂啊
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发表于 2006-9-7 17:26 |只看该作者
原帖由 NightMare 于 2006-9-7 07:31 发表
重点:
P是攻,Z是受。Z也可以攻,但很容易给P拿下。
Z的目的就是让局势控制在自己的手中。

然后就是讲如何对付P的各种战术...


还好有人总结
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躺着打世界第一

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发表于 2006-9-7 12:07 |只看该作者
看的太累了!不看了
●____●用意淫的态度对待生活,用手淫的方式享受生活
(● ω  ●)PaNDaZerg的Blog一个Zuser的自白
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发表于 2006-9-7 08:24 |只看该作者
楼上的马甲你好
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发表于 2006-9-7 07:31 |只看该作者
重点:
P是攻,Z是受。Z也可以攻,但很容易给P拿下。
Z的目的就是让局势控制在自己的手中。

然后就是讲如何对付P的各种战术...
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发表于 2006-9-6 21:35 |只看该作者
看起来好累啊
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好的
知道了
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发表于 2006-9-6 17:09 |只看该作者
操 啊

如果当年没有意外输给[GPY]主力就不会缺失的那么厉害
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从纯情时代迈入色情时代

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忽悠我~~NND 不怎么会英文 看的累死。。
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2007年度八达十大水友

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看不东啊,翻译下
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bu dong,,
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大哥 可以稍微翻译下么。。。
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mie haha
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